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dc.contributor.authorDunnett, G. J.en_US
dc.contributor.authorWhite, M.en_US
dc.contributor.authorLister, P. F.en_US
dc.contributor.authorGrimsdale, R. L.en_US
dc.contributor.editorA. Kaufmanen_US
dc.date.accessioned2014-02-06T14:15:19Z
dc.date.available2014-02-06T14:15:19Z
dc.date.issued1991en_US
dc.identifier.isbn-en_US
dc.identifier.issn-en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH91/141-156en_US
dc.description.abstractWe present a design and test strategy for Geometric Primitive Shadersintegratedcircuits which perform rasterisation of primitives such as vectors and triangles.The design strategy proceeds through various levels of detail, and we describethe need for testing as the design advances. A suitable set of test are given for a typicalshader. Our experiences in applying the strategy to a real device are discussed,together with the tests which we devised, and practical compromises which we had to make."en_US
dc.publisherThe Eurographics Associationen_US
dc.titleTesting Geometric Primitive Shadersen_US
dc.description.seriesinformationEurographics Workshop on Graphics Hardwareen_US


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